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Psyk0Sith

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Posts posted by Psyk0Sith

  1. It's impossible to achieve the same look. You are comparing a PBR engine with the old QuakeIII / JA engine, you will not be able to achieve the same result without proper capabilities from the game engine. Your best bet is to improve the texture yourself with what is provided and your own skills. Which means unless you know how to 1.texture and 2.work with the shader support provided in JA your chances of success are small.

  2. Hmm maybe i need to play with the NPC, i grabbed a random one just to be able to spawn it. The skeleton has a custom name because he's the only character that should behave like that mech, i can try renaming to _humanoid and putting it into its own folder tho. The Galak Mech also has a few specific bones and missing the "hang_bones" amongst others.

     

    EDIT: Alright so i tried all those things and after loading galak_mech and comparing, it looks fine, unfortunately both models fire the weapon from their crotch, and when using the lightsaber "attack" its supposed to open the helmet of the droid to reveal Galak's head. (Irrelevant for what i need). If i could get a weapon bolted into his right hand that would be an improvement. I did move the hand tag in proper position and i see the weapon being bolted in modview. Almost at a dead end unless i figure out the weapon, which might be hard coded since there is "flash" tags for both his weapons.

     

    Thanks for your input guys.

    Noodle likes this
  3. -Rigged a mesh to the JK2 Galak Mech with its custom GLA. It looks fine in modview, looks like a broken turd in single player.

    -The walk and run animations work as long as you have a gun in your hands, not the lightsaber.
    -I'm assuming the missing animations from the .GLA & missing reference in the galak animation.cfg is to blame?

    -Do i have to go through the whole stock .cfg list and then create an improvised galak animation.cfg for every single sequence? (that didn't seem to work so far)

     

    I also tried the rocket trooper rig but surprise everything works fine! Screw you JA, why you gotta make everything so complicated all the time! :lol:

     

    EDIT: can this be moved to modding assistance? Thx.

  4. I will repeat myself again...BEVEL those edges, don't leave them flat at 45 degrees! The low poly version, if it's the actual game mesh, should have tons of details removed that's why you're using the normal map in the first place to "fake" details on a model without the added cost. The normal map will be enough to fake the details IF you bevel and model your details properly. ;)

     

    So, my first entry.

     

    @@Sting inspired me to start modelling a crate, so here it is. :)

     

     

     

    Highpoly model

    XAY1NeR.png

     

    Lowpoly model

    DgIERiL.png

     

     

  5. Well, baby steps and you did a basic block out of what could become a warcraft hand painted asset. The reason it looks like it does is because you have a very restricted color palette.

     

    You say it didn't end up looking the way you wanted...and that is a very important statement: what kind of reference did you gather? Was it your goal to make it look realistic? If so you need to get as much references as possible and break down how you can replicate the different materials of the object. Something like this for example, lot's of interesting details going on:

     

     

    a3b3d23b-cba5-4fcd-816f-3e3d09774d9a.jpg

     

     

    Once you have done the clean version, you can really go to town giving it personality with wear n' tear and surface details that aren't modeled in. If you don't have photoshop or something equivalent it will take an insanely long time to master painting at a realistic level. That's where photo manipulation comes into play and i don't mean slapping on a picture you pull off google and calling it done.

    Langerd likes this
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